Then hop to it, why don't you?
Welp, I'll take this one.
Simply complaining about me raging in a rage thread won't cut it, no matter how insane I might sound.
There is some way I can take this sentence and turn it back on yourself, but I haven't the capacity to think of how to do it right now. Something along the lines of "simply complaining about Touhou games won't make you better," or something like that. Whatever, let's move on to your arguments, shall we?
Yes, it's supposed to run at 60 FPS. Everyone and their mother knows that. My point is that limiting a moving object to only 60 different positions per second means that quickly covering a lot of ground will produce what appears to be a "skipping" or otherwise "not smooth" motion as it travels (even though it is technically still traveling in a straight line or whatever motion it's programmed to have). This limit in the amount of positions a fast bullet can have is the reason you see things like Aya getting inside one of Suwako's iron rings in DS (two fast-moving objects appear to skip over each other).
Now I'm not an expert on exactly how other shumps implement higher FPS, though I hear it does happen, and supposedly for the very reason to prevent skipping over bullets. Again, not an expert, so don't quote me on that. A higher FPS in Touhou games would solve a problem like this, but we all know ZUN will never implement it. :V
Might as well quote the whole thing. First of all, everything in the game is processed at 60 frames per second, since everything in the game needs to be updated at 60 frames per second, not just collision detection or movement. Going for higher FPS rates means you have less time to process absolutely everything, and you can't expect everybody to have amazing computers that are able to do this. Calculating collision around a circle (or rectangle as the case may have it) takes a decent amount of processing power, especially since you may have to check over 2000 points on the screen at any given time, all in less than 1/60th of a second. That's a lot of shit to check, even moreso since you then have to move through all the other logic in the game, the player code, boss movements, drawing algorithms, etc., all in that same time. Collision detection with a line segment is
a lot heavier than collision around a circle/rectangle, which is what you would have to do if you wanted to detect if something collided with the space between the bullet's position in the last frame and the bullet's position in the current frame. It's simply not feasible, even at lower frame rates, to do so many calculations in such a short period of time, and expect most computers to be able to handle it. So the games will only perform the rectangle/circle collision detection, but do it so many times per second that it is extremely unlikely that anything will skip over something else. 60 FPS is a happy medium between this feasible collision detection threshold and limiting how much you can do in one frame. Older games could get away with lower FPS rates since the hitboxes were so much larger for the most part, so the likelyhood of something completely skipping over something else was even lower. It should be noted that bullets completely skipping over you is extremely unlikely, since 60fps is fast enough to detect these collisions 99.999% of the time. Even so, bullets skipping over you is basically your advantage, and shows why these games are extremely biased in your favor and why words like "clipped" mean absolutely nothing. The bullets have to fucking nail you, this proves it.
Let's continue on with basically the same argument...
I am now convinced that the glowing properties of any bullet moving at least somewhat fast interferes with my ability to read even their individual trajectories. This isn't just the bullets blending into each other anymore - any glowing bullet that's not reasonably slow appears too vaguely defined for me to adequately judge and dodge. Never mind the fact that all bullets moving at decent speeds already appear to have choppy movements by virtue of the games running at a measly 60 FPS.
As somebody has already mentioned a little earlier, modern computer monitors have (usually fixed) refresh rates of 60hz, meaning that it will only display stuff every 1/60th of a second. Some monitors allow you to hit 75hz for whatever reason, but most of the time it's either 60 or 75 hertz. A monitor with a higher refresh rate would be extremely expensive, since it has to be able to draw that much quicker to display all the information correctly. Not only that, but the higher the resolution, the less feasible it is to have a higher refresh rate, since the monitor will have so much more shit to draw in even less time. So, to help curb really expensive monitors, they usually have a contant refresh rate that everybody can base their stuff around... This being 60hz, since the human eye has trouble perceiving information at higher rates, particularly non-grayscale information. My point with this is, if shmups ran at higher FPS rates, there would be frames calculated that serve absolutely no purpose, since
you will never see them because of the monitor's refresh rate. Games that allow infinite fps rates serve no real purpose other than bragging rights, since if they ran at 800fps, but your monitor only displays 60 things a second, there are so many wasted frames that your monitor will just never draw and that you will never see.
How does this come back to you? You complain that Touhou only draws stuff at 60 FPS and that isn't fast enough. Disregarding the fact your eyes can't perceive things much, if at all faster, you never really have the chance to anyway. Most monitors will only display stuff at 60hz, so all those games that run at extremely high FPS rates won't display things any faster than Touhou running at 60. Your argument is completely invalid.
*To those who would say "don't waste garbage runs", I say don't bother talking. Experience has taught me otherwise here.
Yet here you are, making up foolish excuses as to why you're failing. Don't waste garbage runs.